A while ago I coded up a WeakAuras group specifically for tracking Rip and Rake. It was very simple: all it did was show how much stronger (or weaker) a new Rip or Rake would be on your target. It became decently popular over time, but I quit the game for a while and left it to bitrot.

In that time, the great Stenhaldi picked up where I left off, improving the code performance, adding improved functionality, and including a tracker for Thrash. I'd absolutely recommend using his version, which you can find by clicking here: viewtopic.php?f=11&t=4446&p=18611#p18611

For documenting purposes only, I've included most of the original post and revision below.

Hey kitties. I've coded up a WeakAuras group to display Rake and Rip ratios on your current target (inspired by DroodFocus and Leafkiller's implementation in Ovale,) and I'd like some feedback. I know this may not automatically appeal to most people visually since it's themed around my UI, but primarily I'd like some feedback on its accuracy and computing performance. I'm not sure how (in)efficiently the code runs or what the optimal display settings are, so improvements would be great.

There are two numerical readouts: one for Rake, and one for Rip. A snapshot mechanism tracks when you apply Rake/Rip on your target and captures your AP, mastery, and damage multiplier at that time, which is then weighed against a potential new Rake/Rip based on your current AP and so on. The numbers change based on the percent difference between them - if your potential Rake/Rip is weaker than the one currently on the target, it will be gray; if the potential bleed is stronger, the numbers will be green; if the potential bleed is stronger *and* will yield a higher DPE, the numbers will turn orange.

Here's a preview of the Rake display. Rip shows to the right of it. The pink display to the left is for Weakened Armor, which isn't part of this, and neither are the debuff icons/timers above the readouts. (That's Pitbull.)

I just want to say that this is awesome. It's so small and neat, but still incredibly informative and just the thing I was looking for! I don't use DroodFocus or Ovale at the moment, so uploading them just to see the ratios would feel a bit stupid... Thank you for sharing, at least one cat druid here is very happy! (:

I'm pretty sure i broke it somehow when i import them the only thing i get is two black boxes, I tried to go on the dummy and nothing happends i did as well try to select an other font if that was the problem... any suggestions?Also you wouldn't mind me quoting this or linking it on my feral guide on mmo-champion would you?

Etapicx wrote:I'm pretty sure i broke it somehow when i import them the only thing i get is two black boxes, I tried to go on the dummy and nothing happends i did as well try to select an other font if that was the problem... any suggestions?Also you wouldn't mind me quoting this or linking it on my feral guide on mmo-champion would you?

That very well could have been my mistake; it seems like I accidentally tried to declare an extra variable in the Stat Logic display. I have to try and keep tabs on the changes I make to my own personal version (which depends on other WA displays) to then carry over to this, the independent version, which clearly don't always make it. The PasteBin has been updated accordingly.

Separately, I do believe at some recent point WA changed the way it layers displays by depth - instead of sorting them top-down, it now does it bottom-up. It may also take a /reload after importing for this thing to get a kick in the head and start working. Now that I'm back from the holidays, I've a bit of free time to play around with different presentation ideas that can maybe avoid this whole problem. As far as suggestions, you can move/hide the black background cards to see if there's any text being displayed at all. Was this giving you any LUA errors?

You're also more than welcome to link it where ever you think it'd be appropriate. I would recommend linking this topic or the PasteBin URL rather than the raw import code since... Well, as you can see, it changes fairly often.

If I understand correctly the trigger uses return value 7 of the UnitDamage function, which returns the player's global damage multiplier. DoC is only manually included because unlike other buffs (Tiger's Fury, Nature's Vigil, Tricks of the Trade) it isn't merely a global damage multiplier, but instead a buff that increases the damage of a specific list of spells and is therefore not included in UnitDamage.

Works really well, thanks for this. It gets a little annoying trying to remember yourself exactly how strong your previous bleeds were at times. The only change I personally made was to replace the GetComboPoints function with just 5. It makes it a little easier to map out how much stronger it will be regardless of how many combo points I currently have since I shouldn't be using a 4 or less rip anyhow.

I have other changes I would like to fool around with, but that will be when I have some time to learn exactly what I'm doing rather than just a trial and error, lol.

I'm glad you guys are finding this useful. Sadly however, my raid team fell apart, and due to that - in addition to a lack of interest/entertainment - I stopped playing more than a month ago. It's safe to assume this will break with time (looking at you, 5.2,) but the basic structure is something anybody could take and transform into a workable state. For those of you looking to do that, you can view a commented version of the code here. Should help explain what's going on, but it's going to be best viewed in something like Notepad++ due to the line width.

I caught this thread and noticed how interesting it is towards knowing when to reapply a stronger bleed than previously one.

My question is, how do I go about to implement these strings and imports? I just downloaded WeakAuras and for some strange reason, I'm unable to edit or setup properly (want it similar to your picture Collie)

What does it look like for you? You might be importing it just fine and don't know any better because the demo image I used for this is, admittedly, pretty misleading. At least without a proper disclaimer. This aura group ONLY provides the black boxes and the text, not the pink box (that was my aura for FFF) nor the debuff icons/times above the black boxes (those are PitBull, as is the gray HP bar/text below.) So if that's all you see, you've done all that's necessary to start using it.

I probably should have mentioned that at the start, huh?

Last edited by Collie on Thu Mar 14, 2013 3:05 am, edited 1 time in total.

Ah. Well, unfortunately I can't be of too much help there. The most I can say is you'll have to use some kind of aura tracking add-on or WA display to get the actual debuff icons for Rip and Rake and so on, or at least ones that will have static positions (unlike the dynamically ordered bars you have.) I know that's a pretty nebulous suggestion but I haven't played the game or held a subscription in a few months, and I don't have any particular desire to start playing any time soon; this is the closest thing to WoW I still pay attention to, though obviously that only does so much good.

All this display is built to do is attach (well, have you attach) the readouts to those icons. Creating your own WA displays for Rake/Rip is pretty easy if you enjoy experimenting with these sort of things. There's also an easy-to-follow tutorial provided by WA's author here. It's not for exactly what you want, but it should be a good place to start.

I don't really remember what I did to get everything working the way I wanted it to, so I just copied/grouped up some things and it'll show you how I have my two bleeds with some small changes. (granted, this also includes a minor change where the calculation shows what it would be if you had a 5 CP rip as opposed to how many current CPs you actually have. see above) Hopefully that helps.

Okay, great. If you have them setup and working then fit it into your UI the way you want it. It may seem daunting to come into an addon that has so many features, but sometimes the best way to get it the way you want it is just to sit down and fool around with it for a while.

Still does not understand soul swap and will create new snapshots on the target when you use it.

Assumes boss level target (3% crit suppression).

Assumes 3% crit damage meta (if you're using the legendary meta, you should change the 1.06 in Feral Stat Logic to a 1).

I implemented some (.6 seconds) latency protection for Dream of Cenarius since it usually expires before the bleed it affects is applied. There could still be inaccurate results at very high latency values.

Nice, I've been waiting for someone to update this. I don't know lua that much so it'd be time consuming and pretty tedious if I tried to do that myself so... Thank you! :) You made all the changes I longed for. <3

I tested it on the dummy and it worked well for me at least. (I also noticed that switching from Agile Primal Diamond to the legendary meta had made my Rune proc crit so thank you for notifying me about that, too... :D ) I tried creating backgrounds for the numbers but they ended up sitting assertively on the numbers instead of being under them. Oh well, may try to do that some other time. At least the ratios work really well now.

All this talk about the crit involved with Rentakis vs RoR made me want to look into changing what I have for code but I've been too lazy to take a peak when I'm at home, lol. Thanks for your updates Stenhaldi.